feat(simulation): sprint 10 — hub teleport, confrontation response, walk-away phase 2, gauntlet rooms 4-7, blocked_entities debug field
#491: PlayerAction::TeleportToHub — moves player to hub spawn, clears dialogue/monologue/interaction buffer, Gauntlet-only with log warning. #520: ConfrontationDelivered event — Tier 2 animation shift, relationship state decrement (D-033), monologue spike emission. #519: Walk-away Phase 2 — NPC animation shift + routine deviation on dialogue exit (D-064). #498: Four new Gauntlet rooms — Interaction Gallery, Fog Theater, Crowd Plaza, Dialogue Room with constants and wiring. #514: blocked_entities Vec<u64> on ObserverSnapshot, protocol v9. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -142,10 +142,8 @@ pub fn emit_observation_events(
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let pending_ids: Vec<crate::knowledge::types::StableId> =
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delay.pending().iter().map(|p| p.stable_id).collect();
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for sid in pending_ids {
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if !visible_stable_ids.contains(&sid.0) {
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if delay.cancel(&sid).is_some() {
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tracing::debug!("Cognitive delay cancelled: stable_id={} left LOS", sid.0);
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}
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if !visible_stable_ids.contains(&sid.0) && delay.cancel(&sid).is_some() {
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tracing::debug!("Cognitive delay cancelled: stable_id={} left LOS", sid.0);
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}
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}
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}
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@@ -116,7 +116,7 @@ pub fn compute_observer_snapshot(
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})
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.unwrap_or_default();
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let (mut entities, visible_ids) =
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let (mut entities, visible_ids, blocked_entities) =
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filter_visible_entities(&geometry, ®istry, observer_kg, &all_entities);
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collect_remembered_entities(
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@@ -206,11 +206,13 @@ pub fn compute_observer_snapshot(
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current_monologue,
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pending_recognitions,
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dialogue_response,
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blocked_entities,
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});
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}
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/// Filter entities by visibility using precomputed geometry.
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/// Returns (visible entities, set of visible wire IDs).
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/// Returns (visible entities, set of visible wire IDs, blocked entity IDs).
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/// Blocked entities are on the same z-level but not in visible_positions (#514).
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#[allow(clippy::type_complexity)]
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fn filter_visible_entities(
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geometry: &VisibilityGeometry,
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@@ -222,15 +224,31 @@ fn filter_visible_entities(
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Option<&PlayerCharacter>,
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Option<&crate::npc::Npc>,
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)>,
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) -> (Vec<VisibleEntity>, BTreeSet<u64>) {
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) -> (Vec<VisibleEntity>, BTreeSet<u64>, Vec<u64>) {
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let mut entities = Vec::new();
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let mut visible_ids: BTreeSet<u64> = BTreeSet::new();
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let mut blocked_ids: BTreeSet<u64> = BTreeSet::new();
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for (entity, pos, is_player, is_npc) in all_entities.iter() {
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if pos.z != geometry.observer_z {
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continue;
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}
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// Resolve wire ID early — needed for both visible and blocked paths
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let wire_id = registry
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.to_stable(entity)
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.map(|sid| sid.0)
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.unwrap_or_else(|| {
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tracing::error!(?entity, "entity not in EntityRegistry");
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entity.to_bits()
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});
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if !geometry.visible_positions.contains(&(pos.x, pos.y)) {
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// Same z-level but not visible — blocked by LOS or outside vision cone.
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// Exclude the player entity (always at origin, always visible).
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if is_player.is_none() {
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blocked_ids.insert(wire_id);
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}
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continue;
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}
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@@ -257,16 +275,6 @@ fn filter_visible_entities(
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RelationshipState::Unknown
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};
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// Fallback to Entity::to_bits() is intentional for per-frame systems:
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// panicking would crash the server every tick. The error log makes this
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// loud enough to catch in testing while keeping the server alive.
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let wire_id = registry
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.to_stable(entity)
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.map(|sid| sid.0)
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.unwrap_or_else(|| {
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tracing::error!(?entity, "entity visible but not in EntityRegistry");
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entity.to_bits()
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});
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visible_ids.insert(wire_id);
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entities.push(VisibleEntity {
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entity_id: wire_id,
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@@ -280,7 +288,9 @@ fn filter_visible_entities(
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});
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}
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(entities, visible_ids)
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// BTreeSet iteration is sorted — deterministic output guaranteed
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let blocked_vec: Vec<u64> = blocked_ids.into_iter().collect();
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(entities, visible_ids, blocked_vec)
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}
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/// Collect remembered entities from the knowledge graph — entities the observer
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